Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /DeclareOpaqueTexture.hlsl
| #ifndef UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED | |
| #define UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl" | |
| TEXTURE2D_X(_CameraOpaqueTexture); | |
| SAMPLER(sampler_CameraOpaqueTexture); //NOTE: Configured at runtime by copy color, can be point or bilinear. | |
| float4 _CameraOpaqueTexture_TexelSize; | |
| float3 SampleSceneColor(float2 uv) | |
| { | |
| uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraOpaqueTexture_TexelSize.xy); | |
| return SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv).rgb; | |
| } | |
| float3 LoadSceneColor(uint2 uv) | |
| { | |
| return LOAD_TEXTURE2D_X(_CameraOpaqueTexture, uv).rgb; | |
| } | |
| #endif | |